KIRBO’S GAMES

FIELD MANUAL / 01

Know your enemy.

Deploy 40 pieces across your four back rows. Your opponent sees only their backs. Capture their signal core to win.

  1. Deploy. Click two friendly pieces to swap them. Shuffle for a fresh formation, then lock your army. Blue moves first.
  2. Move. One unit, one square, horizontally or vertically. Runner can travel or attack any distance along a clear straight line. No jumping over units or the two water zones.
  3. Fight. Move onto an enemy. Higher number wins; equal ranks both disappear. Revealed ranks remain visible as a memory aid. A long Runner move reveals its rank too.
  4. Break the rules. Shade (1) defeats Warden (10) only when it attacks. Engineer (3) defuses mines. Mines defeat all other attackers and stay in place. Mines and cores cannot move.
  5. Finish. Capture the core, or leave your opponent with no legal moves. A piece may traverse the same pair of squares only three consecutive turns. After 160 moves without combat, the game draws.

Casual classic rules with visible combat memory and an automatic draw limit; tournament chasing rules are not used. Each unit has a fixed rank and a clearly marked field role.

Original robot artwork and identities by Kirbo’s Games.

Concede this match?

Your opponent wins. You can request a rematch afterward.